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Aura's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Feel | #156 | 3.333 | 3.333 |
Innovation | #398 | 2.333 | 2.333 |
Overall | #404 | 2.333 | 2.333 |
Aesthetics | #406 | 2.333 | 2.333 |
Theme | #419 | 2.333 | 2.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
Aura fits the theme by having your ammo and health being the same resource. Attacking enemies at close range give you ammo/health back. But, in order to win you must earn points by eliminating enemies from afar. With those mechanics in place, players must make spilt second decisions to ensure their survival while being constantly swarmed by enemies.
Third-party resources
GameMaker 1.4
Bfxr
Piskel
Pixelland and Hachico fonts from DaFont.com
Contributors
Only one person was involved in this project (Noah Parson)
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Comments
Challenging game! I included it in my Game Maker Toolkit’s Game Jam compilation video series, if you’d like to take a look. :)
This one grew on me. First impressions weren't great, mostly due to the menu annoying me a bit (requiring me to select with the keyboard, yet confirm with the mouse?) and how quick and unfair the first death was, since the first enemy gave me no time to react to the fact that it needed two hits.
However, I tried a few more times and warmed up to it. The game feel is quite nice, with punchy sound effects, particles, and a satisfying screen shake. The visuals are basic, yet effective, and although the concept of using health as ammo isn't exactly mind-blowing, the balancing act the healing aura requires is interesting enough to keep things from getting stale.
I do however think it's completely unnecessary for enemies to take two hits. If there were other enemy types with different health values or multiple weapons it could add some extra decision making or variation to the game, but as is it just means you have to click twice as many times (after the initial realisation anyway).
I did have fun, though, and that's what matters.